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Seiji Yamada

Publications and source records attributed to Seiji Yamada.

27 records · Page 2Linked to original sources

AI-Assisted Design Concept Exploration Through Character Space Construction

We propose an AI-assisted design concept exploration tool, the "Character Space Construction" ("CSC"). Concept designers explore and articulate the target product aesthetics and semantics in language, which is expressed using "Design Concept Phrases" ("DCPs"), that is, compound adjective phrases, and contrasting terms that convey what are not their target design concepts. Designers often utilize this dichotomy technique to communicate the nature of their aesthetic and semantic design concepts with stakeholders, especially in an early design development phase. The CSC assists this designers' cognitive activity by constructing a "Character Space" ("CS"), which is a semantic quadrant system, in a structured manner. A CS created by designers with the assistance of the CSC enables them to discern and explain their design concepts in contrast with opposing terms. These terms in a CS are retrieved and combined in the CSC by using a knowledge graph. The CSC presents terms and phrases as lists of candidates to users from which users will choose in order to define the target design concept, which is then visualized in a CS. The participants in our experiment, who were in the "arts and design" profession, were given two conditions under which to create DCPs and explain them. One group created and explained the DCPs with the assistance of the proposed CSC, and the other did the same task without this assistance, given the freedom to use any publicly available web search tools instead. The result showed that the group assisted by the CSC indicated their tasks were supported significantly better, especially in exploration, as measured by the Creativity Support Index (CSI).

cs.HC↗

D-Graph: AI-Assisted Design Concept Exploration Graph

We present an AI-assisted search tool, the "Design Concept Exploration Graph" ("D-Graph"). It assists automotive designers in creating an original design-concept phrase, that is, a combination of two adjectives that conveys product aesthetics. D-Graph retrieves adjectives from a ConceptNet knowledge graph as nodes and visualizes them in a dynamically scalable 3D graph as users explore words. The retrieval algorithm helps in finding unique words by ruling out overused words on the basis of word frequency from a large text corpus and words that are too similar between the two in a combination using the cosine similarity from ConceptNet Numberbatch word embeddings. Our experiment with participants in the automotive design field that used both the proposed D-Graph and a baseline tool for design-concept-phrase creation tasks suggested a positive difference in participants' self-evaluation on the phrases they created, though not significant. Experts' evaluations on the phrases did not show significant differences. Negative correlations between the cosine similarity of the two words in a design-concept phrase and the experts' evaluation were significant. Our qualitative analysis suggested the directions for further development of the tool that should help users in adhering to the strategy of creating compound phrases supported by computational linguistic principles.

cs.HC↗

Designing nudge agents that promote human altruism

Previous studies have found that nudging is key to promoting altruism in human-human interaction. However, in social robotics, there is still a lack of study on confirming the effect of nudging on altruism. In this paper, we apply two nudge mechanisms, peak-end and multiple viewpoints, to a video stimulus performed by social robots (virtual agents) to see whether a subtle change in the stimulus can promote human altruism. An experiment was conducted online through crowdsourcing with 136 participants. The result shows that the participants who watched the peak part set at the end of the video performed better at the Dictator game, which means that the nudge mechanism of the peak-end effect actually promoted human altruism.

cs.HC↗

Balancing Performance and Human Autonomy with Implicit Guidance Agent

The human-agent team, which is a problem in which humans and autonomous agents collaborate to achieve one task, is typical in human-AI collaboration. For effective collaboration, humans want to have an effective plan, but in realistic situations, they might have difficulty calculating the best plan due to cognitive limitations. In this case, guidance from an agent that has many computational resources may be useful. However, if an agent guides the human behavior explicitly, the human may feel that they have lost autonomy and are being controlled by the agent. We therefore investigated implicit guidance offered by means of an agent's behavior. With this type of guidance, the agent acts in a way that makes it easy for the human to find an effective plan for a collaborative task, and the human can then improve the plan. Since the human improves their plan voluntarily, he or she maintains autonomy. We modeled a collaborative agent with implicit guidance by integrating the Bayesian Theory of Mind into existing collaborative-planning algorithms and demonstrated through a behavioral experiment that implicit guidance is effective for enabling humans to maintain a balance between improving their plans and retaining autonomy.

cs.AI↗

Empirical Investigation of Factors that Influence Human Presence and Agency in Telepresence Robot

Nowadays, a community starts to find the need for human presence in an alternative way, there has been tremendous research and development in advancing telepresence robots. People tend to feel closer and more comfortable with telepresence robots as many senses a human presence in robots. In general, many people feel the sense of agency from the face of a robot, but some telepresence robots without arm and body motions tend to give a sense of human presence. It is important to identify and configure how the telepresence robots affect a sense of presence and agency to people by including human face and slight face and arm motions. Therefore, we carried out extensive research via web-based experiment to determine the prototype that can result in soothing human interaction with the robot. The experiments featured videos of a telepresence robot n = 128, 2 x 2 between-participant study robot face factor: video-conference, robot-like face; arm motion factor: moving vs. static) to investigate the factors significantly affecting human presence and agency with the robot. We used two telepresence robots: an affordable robot platform and a modified version for human interaction enhancements. The findings suggest that participants feel agency that is closer to human-likeness when the robot's face was replaced with a human's face and without a motion. The robot's motion invokes a feeling of human presence whether the face is human or robot-like.

cs.RO↗

Reward Shaping with Dynamic Trajectory Aggregation

Reinforcement learning, which acquires a policy maximizing long-term rewards, has been actively studied. Unfortunately, this learning type is too slow and difficult to use in practical situations because the state-action space becomes huge in real environments. The essential factor for learning efficiency is rewards. Potential-based reward shaping is a basic method for enriching rewards. This method is required to define a specific real-value function called a potential function for every domain. It is often difficult to represent the potential function directly. SARSA-RS learns the potential function and acquires it. However, SARSA-RS can only be applied to the simple environment. The bottleneck of this method is the aggregation of states to make abstract states since it is almost impossible for designers to build an aggregation function for all states. We propose a trajectory aggregation that uses subgoal series. This method dynamically aggregates states in an episode during trial and error with only the subgoal series and subgoal identification function. It makes designer effort minimal and the application to environments with high-dimensional observations possible. We obtained subgoal series from participants for experiments. We conducted the experiments in three domains, four-rooms(discrete states and discrete actions), pinball(continuous and discrete), and picking(both continuous). We compared our method with a baseline reinforcement learning algorithm and other subgoal-based methods, including random subgoal and naive subgoal-based reward shaping. As a result, our reward shaping outperformed all other methods in learning efficiency.

cs.LG↗

Reward Shaping with Subgoals for Social Navigation

Social navigation has been gaining attentions with the growth in machine intelligence. Since reinforcement learning can select an action in the prediction phase at a low computational cost, it has been formulated in a social navigation tasks. However, reinforcement learning takes an enormous number of iterations until acquiring a behavior policy in the learning phase. This negatively affects the learning of robot behaviors in the real world. In particular, social navigation includes humans who are unpredictable moving obstacles in an environment. We proposed a reward shaping method with subgoals to accelerate learning. The main part is an aggregation method that use subgoals to shape a reinforcement learning algorithm. We performed a learning experiment with a social navigation task in which a robot avoided collisions and then reached its goal. The experimental results show that our method improved the learning efficiency from a base algorithm in the task.

cs.RO↗

Subgoal-based Reward Shaping to Improve Efficiency in Reinforcement Learning

Reinforcement learning, which acquires a policy maximizing long-term rewards, has been actively studied. Unfortunately, this learning type is too slow and difficult to use in practical situations because the state-action space becomes huge in real environments. Many studies have incorporated human knowledge into reinforcement Learning. Though human knowledge on trajectories is often used, a human could be asked to control an AI agent, which can be difficult. Knowledge on subgoals may lessen this requirement because humans need only to consider a few representative states on an optimal trajectory in their minds. The essential factor for learning efficiency is rewards. Potential-based reward shaping is a basic method for enriching rewards. However, it is often difficult to incorporate subgoals for accelerating learning over potential-based reward shaping. This is because the appropriate potentials are not intuitive for humans. We extend potential-based reward shaping and propose a subgoal-based reward shaping. The method makes it easier for human trainers to share their knowledge of subgoals. To evaluate our method, we obtained a subgoal series from participants and conducted experiments in three domains, four-rooms(discrete states and discrete actions), pinball(continuous and discrete), and picking(both continuous). We compared our method with a baseline reinforcement learning algorithm and other subgoal-based methods, including random subgoal and naive subgoal-based reward shaping. As a result, we found out that our reward shaping outperformed all other methods in learning efficiency.

cs.LG↗

Modeling Human Inference of Others' Intentions in Complex Situations with Plan Predictability Bias

A recent approach based on Bayesian inverse planning for the "theory of mind" has shown good performance in modeling human cognition. However, perfect inverse planning differs from human cognition during one kind of complex tasks due to human bounded rationality. One example is an environment in which there are many available plans for achieving a specific goal. We propose a "plan predictability oriented model" as a model of inferring other peoples' goals in complex environments. This model adds the bias that people prefer predictable plans. This bias is calculated with simple plan prediction. We tested this model with a behavioral experiment in which humans observed the partial path of goal-directed actions. Our model had a higher correlation with human inference. We also confirmed the robustness of our model with complex tasks and determined that it can be improved by taking account of individual differences in "bounded rationality".

cs.AI↗